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The Unnamed True20 Star Wars Thread [Discussion for now, Recruiting Soon!]

Skills
Most of the True20 skills are unchanged in this conversion. A few, most notably Craft and Knowledge, have new subsets. In addition, the skills Computers, Drive, and Pilot are now usable untrained. This reflects the general technical knowledge of the Star Wars universe.

Computers
This skill is usable untrained. Important to note is that there is no ‘internet’ in the Star Wars universe. The closest thing to it, the HoloNet, is under Imperial control and is very difficult to hack (raise the DC by 10). The HoloNet is used mainly to convey holographic messages, and is not used to store files.

In all cases, assume that the term ‘system’ refers to a local database or file system. Imperial-grade systems are always tougher to hack than standard personal or commercial systems (increase the DC by at least 5). Droids are considered programs or systems for the purposes of this skill. Altering a Droid’s programming is a base DC of 30, modified by familiarity with the individual Droid in question.

Craft
Several new subsets of the Craft skill are now available. Because there are a number of categories, assume that anything not covered under a specific Craft subtype (for example, Droid) is covered by a more general Craft subtype (for example, Electronics).

Craft – Armor
This Craft skill involves various types of personal armor. This does not include vehicular or starship armor.

Craft – Cyberware
This craft skill involves cybernetic implants. Most characters with this Craft subskill also have Knowledge (life sciences) to reflect medical training. See the Medicine skill below for information on implanting cyberware.

Craft – Droid
This craft skill involves Droids and other robotic beings. The Computers skill is used to modify or create programs; this skill is used to create the mechanical and electronic body.

Craft – Electronics
This Craft skill involves electronic gear. This skill affects any electronic item not covered under another applicable Craft subtype.

Craft – Mechanical
This Craft skill involves mechanical items. This spans a wide range of devices, such as industrial equipment, tools, personal gear, and building implements. This skill affects any mechanical item not covered under another applicable Craft subtype.

Craft – Starships
This Craft skill involves starships of all sizes. This skill includes all facets of starship construction and modification, including armor, shields, and weapons.

Craft – Vehicles
This Craft skill involves atmospheric vehicles (air, land, or water). This skill includes all facets of vehicle construction and modification, including armor and weapons.

Craft – Weapons
This Craft skill involves portable personal weapons, including all melee and ranged weapons. Exotic weapons including Lightsabers are made or modified with this skill.

Other Craft subtypes may be made available.

Drive
This skill is usable untrained. Using this skill, a character may operate any two-dimensional vehicle: a ground vehicle, a hover, or a sea vehicle that operates in two dimensions (a boat, for example). See the post on Vehicle Combat (coming soon!) for more information on the Drive skill.

Knowledge
A number of new Knowledge skill subtypes are available.

Knowledge – Alien Species
This Knowledge skill involves the various species found throughout the galaxy, including both intelligent, humanoid species, and lesser beings.

Knowledge – Force Traditions
This Knowledge skill involves the number of non-Jedi, non-Sith Force-using traditions throughout the galaxy, such as Dark Side Prophets, Ewok Shamans, the Witches of Dathomir, and Sorcerers of Tund.

Knowledge – Jedi Lore
This Knowledge skill involves the traditions of the Jedi order. Though the Jedi have all but been wiped out during the Rebellion era, their tales yet exist, and their legend grows as the years pass.

Knowledge – Known Space
This Knowledge skill involves a general knowledge of all of charted space. Characters can choose to specialize in a particular sector or system (such as the Core Worlds, or Hutt Space). This gives the character better knowledge of the specialized area, but less knowledge about other parts of the galaxy.

Knowledge – Sith Lore
This Knowledge skill involves the Sith traditions, both modern and ancient, as well as Sith Alchemy. Knowledge of the Sith is very uncommon during the Rebellion era, and characters may not begin play with this skill (though it can be acquired later).

Knowledge - Technology
This Knowledge skill involves a general knowledge of all technology. This skill differs from Disable Device or the various Craft skills in that it provides the character knowledge of (but not necessary the ability to use) different technological items. This skill may provide bonuses to certain skill checks.

Knowledge – The Empire
This Knowledge skill involves the Galactic Empire, its holdings, and its major personalities. A character with this skill recognizes and can identify Imperial laws, uniforms, and general practices.

Knowledge – The Rebellion
This Knowledge skill involves the Rebel Alliance, its ideals, and major personalities. Since the members of the Alliance are secretive, DCs for these Knowledge checks are considerably higher than for many standard Knowledge skills.

Other Knowledge subtypes may be made available.

Language
Following is a list of languages available in the Star Wars universe. Of these, the Ewokese and Sith languages are unavailable to starting characters.

Basic, Bothese, Cerean, Dosh, Dug, Durese, Ewokese, Gamorrean, Gungan, Huttese, Ithorese, Jawa Trade Language, Kel Dor, Mon Calamarian, Neimoidian, Quarranese, Rodese, Ryl, Sith, Sullustese, Zabrak.

Medicine
Medical care in the Star Wars universe involves technologies that are fairly commonplace, with the exception of the occasional bacta tank. Most people have access to medkits and the like. Below is an additional use of the Medicine skill related to cyberware.

Implant Cyberware: Implanting cyberware is a difficult (DC 30) Medicine check that takes at least an hour to perform. Possessing the Craft (cyberware) skill adds a +5 bonus to Medicine checks to install cyberware. Failing the Medicine check by more than 15 causes damage to the part (it cannot be implanted and cannot be used again), and failing by more than 20 causes lethal Damage 5 to the patient as well (both penalties apply). This is resolved as would be a standard lethal attack.

Pilot
This skill is usable untrained. Using this skill, a character may operate any three-dimensional, atmospheric or space vehicle: a starship, a jet, or a sea vehicle that operates in three dimensions (a submarine, for example). See the post on Vehicle Combat (coming soon!) for more information on the Pilot skill.
 

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Two news notes:

1. I am delaying feats temporarily so that I can introduce the Force mechanics into the conversion. The Force is going to be quite a bit different, and I need to introduce how this is going to work before I start laying out the feats.

2. I'd like to start soliciting for characters after the feats are posted. What I may end up doing is posting lists of feats without much explanation, and provide details upon request. The reason for this is that listing each and every new feat is going to take a lot of space.

So, expect stuff on the Force next, and then feats towards the end of this week.
 


Looking good. Would you consider dropping Computer Use as a skill? Computers are so pervasive in the genre, it would seem to be just a tool (even masterwork) to add bonus points to whatever you're using it for (Knowledge, Piloting, Disable Device, etc). This was how Wulf does it in Grim Tales, and after an initial "WTF?" it made more and more sense.

Oh, and possibly combine Drive and Pilot and make the "What you use it for" feat based...something to think about.
 

ragboy said:
Looking good. Would you consider dropping Computer Use as a skill? Computers are so pervasive in the genre, it would seem to be just a tool (even masterwork) to add bonus points to whatever you're using it for (Knowledge, Piloting, Disable Device, etc). This was how Wulf does it in Grim Tales, and after an initial "WTF?" it made more and more sense.

Oh, and possibly combine Drive and Pilot and make the "What you use it for" feat based...something to think about.

I can see dropping Computers as a skill, except I wonder if that makes Disable Device a bit too powerful (everyone would take it). I'll have to think about that.

I want to keep Drive and Pilot separate for now. Driving a 2D vehicle is much different from driving a 3D vehicle, plus I may roll things like astrogation into Pilot, since it includes space flight. There are feats and things based on Drive and Pilot, and I don't want to combine those. More will be revealed when I post feats and also the vehicle combat rules.
 

Insight said:
I can see dropping Computers as a skill, except I wonder if that makes Disable Device a bit too powerful (everyone would take it). I'll have to think about that.

As disable device skills used on traps are mitigated in D&D with class features, this could be mitigated with a feat or feats related to computer hacking. But, I'm not totally familiar with how True20 does it.
 

You know, that's not a bad idea. Feats are a lot more prevalent in True20 than in D20, so making computer hacking a feat is a viable option. Thanks for the input!

EDIT: It occurred to me that Drive and Pilot can probably be consolidated using something similar.
 
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Update: Work is taking its toll on my ability to complete the new rules for the Force. I'm hoping to get some initial stuff posted tonight, and then perhaps Force Abilities this weekend or next Monday. Like feats, expect a list of Force Abilities with little description.
 

The Force
This section details the game mechanics of the Force and how it will be applied in this conversion. There are significant changes to how the Force works from prior editions of the Star Wars game, and a few departures from the True20 rules on supernatural powers. Where possible, True20 standards have been followed to allow for a seamless transition to this system.

What is the Force?
Though it appears in many forms throughout the galaxy, it is best perhaps to describe the Force as a universal element, found everywhere that binds life together, and connects every living being. Life is part of the Force, just as the Force is part of life. Every living being touches the Force, and can be touched by the Force in kind.

The Force is not a deity. It is not even so much as a consciousness, though some close to the Force describe it as having a will. There appears to be some connection to a concept of destiny with the Force, though this may be a misperception on the part of observers.

At one tangible and intangible, the Force can influence living beings and objects alike, and can be used in a number of powerful ways. Those who serve the Force are described as being Force-aligned. These beings tend to be morally good and use their facility with the Force to benefit others. The Force attracts followers by way of good deeds and actions, and the denial of the temptations of the Dark Side.

What is the Dark Side?
Associated with the Force is the Dark Side of the Force, or simply, the Dark Side. There are many ways to describe the Dark Side, but most appropriately, the Dark Side is malice, hate, fear, destruction, and chaos. As much as the Force represents a connection to life, the Dark Side represents the dissolution of life and the bonds between living things.

While the Force promotes a morally good outlook, the Dark Side promotes selfishness, greed, hate, and ultimately, death and destruction. As much as the Force has a semi-consciousness, the Dark Side tempts its users ever closer, offering power and influence over others.

Like the Force, the Dark Side can be used to influence living beings and objects, but operates by way of violence, fear, and hatred rather than the point of view of helping people and promoting peace.

Note that there is the “light” side of the Force. There is only the Force and the Dark Side of the Force.

Basic Concepts
Both the Force and the Dark Side act upon all Force users in the Star Wars universe. In this sense, each Force user experiences a daily “tug-of-war” between the Force and the temptations of the Dark Side. In fact, the Force and the Dark Side could even be considered NPCs of a sort, invisible, but definitely a part of the game.

Characters aware of the Force are either Force-aligned or Dark Side-aligned. All Force sensitive characters begin as Force-aligned by default, though their actions may quickly send them down the path to the Dark Side if they misuse their power.

Force Abilities form the core of what most people recognize as “the Force”. These function as do supernatural powers do in True20, with the same structure and basic functions. See a subsequent post for a complete list of each Force Ability.

Certain feats expand or modify the use of Force Abilities. These feats are only available to characters with the Force Sensitive feat, and possibly other prerequisites as well, depending on the feat. See a subsequent post for a list of feats.

Strength in the Force
All Force sensitive characters have a certain Strength in the Force. This applies to both Force-aligned and Dark Side-aligned characters (though technically, Dark Side characters would really be said to have Strength in the Dark Side – in the conversion we will use the term Strength in the Force to apply to both). A character’s Strength in the Force is a number, usually from 0 to 20 (though some may have higher than 20) that represents the character’s “power” with their Force Abilities. Characters add Strength in the Force to most Force-related checks and rolls (unless acting against another Force user – see below).

Characters with only the Force Sensitive feat have a Strength in the Force rating of 0. Characters gain Strength in the Force from other feats as well. Finally, characters can gain Strength in the Force from defeating Force users from the opposing faction (defeating a Dark Side character for a Force-aligned character, for example).

Characters power their Force Abilities using their Strength in the Force. Some Force Abilities may require a certain Strength in the Force rating, while other Force Abilities give additional options with a higher rating.

Relative Force
When two Force users oppose each other, each character’s Strength in the Force also oppose each other. This creates a mechanic known as Relative Force. This number is calculated as the lower Strength in the Force subtracted from the higher Strength in the Force.

Relative Force is a mechanic that affects Force-related rolls and checks made by either party. For the character with the higher Strength in the Force, the Relative Force is added to all Force-related rolls and checks. And the opposite is true for the character with the lower Strength in the Force.

Certain feats affect Relative Force.

Influence of the Force/Dark Side
Force sensitive characters are influenced by both the nuances of the Force and the temptations of the Dark Side. This is a never-ending battle that exists within each Force user, and manifests whenever a Force user invokes or calls upon the Force (or the Dark Side).

To represent this, a mechanic has been created known as the Influence of the Force. Along with this is the Influence of the Dark Side. This situation is actually two sides of the same mechanic. A Force-aligned character is rated either positively or negatively in terms of this Influence of the Force. A positive number means that the character is generally following the tenets and philosophy of the Force, while a negative number means that the characters may fall prey to the wiles of the Dark Side (and eventually turn to the Dark Side).

A character’s actions affect Influence of the Force (or the Dark Side), especially the use of Force Abilities. A Force-aligned character who uses the Force to harm innocents, aid evildoers, or gain personal power will lose Influence of the Force and eventually slip into negative numbers, causing the character to be more and more susceptible to the Dark Side.

Effects of Influence
The Influence of the Force (or the Dark Side) makes itself known in the character’s daily activities, and in the game as bonuses (or penalties) to certain checks.

A Force-aligned character gains a modifier to Diplomacy and Sense Motive skill checks, and to Willpower saves, equal to the Influence rating. Thus, if the Influence rating is positive, it is a bonus to Diplomacy, Sense Motive, and Willpower saves, while if this is a negative number, it becomes a penalty.

A Dark Side-aligned character gains a modifier to Bluff and Stealth skill checks, and to Fortitude saves, equal to the Influence rating, which works as above.

Turning to the Dark Side
A Force-aligned character with a negative Influence of the Force rating is close to turning to the Dark Side. Whenever this character is in a stressful situation (combat, or some non-combat situation) and calls upon the Force (uses a Force Ability), he or she must attempt a Willpower save (DC is 10+ the amount o the character’s negative Influence) or become Dark Side-aligned. This check is made once per combat or stressful situation.

For example, a Force-aligned character with an Influence of –5 would need to attempt a DC 15 Willpower save or turn to the Dark Side. Remember that, because Force-aligned characters with a negative Influence rating have a penalty to Willpower saves, this saving throw becomes more and more difficult as the Influence of the Force becomes weaker and weaker, and the Dark Side’s Influence becomes more powerful.
 
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I like what I see here so far, consider me recruited.‎

Drive and pilot could be consolidated as one skill for now let's call it Vehicle Operation. The ‎basic use of this skill allows driving of common vehicles such as cars, hover bikes and power ‎boats. Other types of vehicles require more specific training. This is represented by ‎appropriate feats such as Sail Boat Operation or Starship Operation (small, capital).‎
The Vehicle Operation skill can be used untrained. Operating any vehicle without the proper ‎feat incurs a - 4 penalty. ‎

Oh, and dibs on the grizzled cynical starship technician.‎
 

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